Astral Frontier Blog

  Inept Sorcerer Classes

Inept Sorcerers doesn't say anything about the sort of magic your character uses, or where they learned it, or anything really. But what if it did?

  It Was There, Honest!

I've been looking for a way to play-test the cue system I described earlier. I could plug it into Inept Sorcerers, but I thought of another possibility: make a separate game.


I've been working on a system I call "cues". First, I'll introduce the system itself, then talk about why it's written the way it is, and some possible ways to use it.

  Inept Sorcerers and Forums

Update: For various reasons, instead of using my own forum software, I've created a Google+ Community for discussing the game.

A couple of groups have already playtested Inept Sorcerers and the feedback was apparently good! Based on that, I am moving forward to gussy it up a bit - adding art, doing better layout, and so forth.

If you are interested in discussing the game, I've got a new phpBB forum installed here:

Register for an account - it'll require you to follow an activation link sent via email - and let me know what you think of the game, what you'd like it to do, or anything else.

  Why Moves...

Writing the long-delayed, much-changed Vessels game has led me back, again and again, to the model used by Apocalypse World and Dungeon World: "moves".

In short, a move is a piece of mechanics that embeds itself into the ongoing stream of fiction. "When X happens during the storytelling part, rule Y asserts itself." Usually this is a simple roll-to-succeed situation, where success means you get to proceed as though X worked out, failure means X doesn't, and somewhere in the middle is X working out but with contingent condition Z tacked on. "When I throw a grenade, I either blow up the other guy, blow myself up, or blow up the other guy but get shot by his buddies" is an example of this success-fail-complicate triad.